is there any kind of optimization that caches shadows for static lights and static objects while shadows are still computed for dynamic objects?
I am not talking about baking, I am talking about run time shadow caching.
is there any kind of optimization that caches shadows for static lights and static objects while shadows are still computed for dynamic objects?
I am not talking about baking, I am talking about run time shadow caching.
Yes! But unfortunately will need to manually tag static object with a separate flag.
More info in the docs under the mixed cached shadows section https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Shadows-in-HDRP.html
In general everything shadow caching is under the Shadow Update Mode section.
Note that for directional lights (though all the caveats mentioned in the doc very much hold) you need to enable the option on the HDRP asset as it is causing extra memory to be allocated.
thank you!
Just remember that when you use onDemand or onEnable for shadow generation you are still limited by the number of shadowmaps.
where i can rise the number of shadowmaps ? the editor tells me i have to make the cashed shadow atlas bigger but was not able to figure out where ? the rendering light explorer doesn’t allow me to change anything
In the HDRP asset
thank you ! i did that but when i set it for the value of 4 didn’t work out then i set it to 11 didn’t work out too but when i set it at 10 and worked , is ths that bug ?
it works only when the value is 10 any explaination why ?